1. After the Collapse
  2. News

After the Collapse News

June Progress Update



Here's the monthly progress update regarding After The Collapse and the studio in general. There are a few important announcements you should read, notably about our pricing policy. As usual, it's available on our official website.

Also, note that After The Collapse is at a 15% discount and Unending Galaxy at a 80% during the Summer Sale.

Cheers!

Version 0.5.9 - Vault Update



After The Collapse 0.5.9


Here's a new update for you to consume before 0.6 get released. It's content heavy, featuring a few community requests and the ability to start the game in an underground vault.

Official Release Post


The detailed release post is on the official website

Changelog



+ AI: Settlers are a bit better at handling basic needs
+ Balance: Tweaked some weapons and armors values (minor)
+ Balance: Moved some recipes and unlocks between technologies (minor)
+ Balance: Masonry Tech required to build stairs to access the underground/overworld
+ Content: Player built doors can now be locked/unlocked
+ Content: Ability to start underground in a bunker (survivor tab in the new game settings)
+ Content: 4 new pieces of armor (spec-ops helmet, medic vest, firefighter helmet, firefighter vest)
+ Content: 6 new ranged weapons (grenade launcher, hunting rifle, sniper rifle, heavy sniper rifle, desert eagle, gauss rifle)
+ Content: 4 new melee weapons/tools (combat knife, knife, pickaxe, shovel)
+ Content: 2 new ammo types (grenade rounds, energy cells)
+ Content: New recipes to repair the new guns and armors
+ Content: New technology to build tools (pickaxe, shovel, metal axe)
+ Content: New technology to research the ability to produce explosive ammo (grenade rounds and rockets)
+ Content: Added traits to some armors and weapons (sniper rifles give "visor" increasing perception, medic vest increases "medical" skill, shovel gives better farming...)
+ Content: New mid/late game events - Crazed military robots
+ Content: New late game event - Dangerous raid by former soldiers
+ Content: Heat Wave game event - Increase water consumption of plants of settlers
+ Engine: Ability for weapons to use lobbed trajectories bypassing cover and landing at a specific position
+ Engine: Seed based map generation (both at the world and the custom map level)
+ Engine: Loot tables (expeditions only for now) are more fine grained and future proofed
+ Engine: Creatures' movement at maximum game speed should look less "jumpy" now (not perfect, but getting there)
+ Engine: Ability for creatures to spawn an animation on death (blood splatters, explosion..)
+ Engine: Combat mode overlay is taking less GPU/CPU
+ Engine: Preliminary changes to handle temperature, influencing water needs of plants
+ Graphics: Ambush mobs get random rotation so their starting position doesn't look too artificial
+ Graphics: Tweaked some buttons and panels
+ Graphics: Size of smoke effect (when an object is destroyed) now proportional to the object
+ Graphics: Improved a few more inventory textures (ammunition mostly)
+ Graphics: A few additional explosion and blood splatter animations for when things go dead
+ Graphics: Nicer looking (and better layering) of combat mode overlay
+ UI: Added "Map Seed" option to the custom map menu to be able to replay/share a level
+ UI: Added tab to the exploration manager to show the rewards from the previous expedition
+ UI: Added button to access world map
+ UI: Top part of the storage menu displays amount of food and drinks for easy access instead of electronics and canned food
+ UI: Double clicking an item in the trade menu will set amount to buy/sell to the max. available
+ UI: Standardized how item quantity is shown in the UI (over the sprites like ammo for weapons)
+ UI: Farming menu's crop selection panel display how many seeds you have in stock
+ UI: Added trait giving information to armor and weapon info panels
+ UI: Less invasive game log
+ UI: Added weapon overlay for enemies in combat mode
+ Fixed: Settlers occasionally ignoring "equip weapon/armor" orders
+ Fixed: Semi rare bug causing some building jobs to be put back into the public queue despite being completed
+ Fixed: A bug doing a reroll of living creatures' attributes each time a save is loaded
+ Fixed: Survivors occasionally going one tile in the wrong direction before moving to a specific location
+ Fixed: Animals initially spawning with misplaced limbs
+ Fixed: Some animations are below objects instead of above
+ Fixed: Rocket and grenade launcher "hit" explosion not being played in some cases
+ Fixed: Potential/extremely rare crash in pathing
+ Fixed: Case where a survivor could potentially starve itself to death because it cannot satisfy another need
+ Fixed: Survivors ignoring newly created walls (or other path blocking items) if they picked their path before the wall is built
+ Fixed: Issue where destroyed a window wouldn't "update" the region map, causing small issues with pathing


Hotpatch 1
- Fixed: crash when loading a save-game which has a raid event in progress.

Version 0.5.8 Released



After The Collapse 0.5.8


This is the latest release for our base building game. Apologies for the delay, it took a bit longer than expected to produce.

Official Release Post


Release details on the official website

Changelog

+ AI: Ambush AI (passive mobs in hidden areas who activate when said area is revealed)
+ AI: Much better pathfinder, settlers should no longer occasionally take weird and complicated paths toward their destination
+ Balance: Increased turrets' HP and damage resistance significantly
+ Balance: Cattle can die of old age + tweaked some values
+ Content: Trapped rooms/buildings (optional)
+ Content: Optional fog of war giving the ability to hide buildings' content until they have been visited by your survivors
+ Content: Ability for the proc gen to add items outside of buildings (trashcans in the garden, and so on)
+ Engine: Improved map generation speed (massively, especially noticeable on larger maps)
+ Engine: Better rendering performances on large maps
+ Engine: Performance and stability improvements
+ Engine: A *lot* of behind-the-scene improvements to keep the code compact(ish) and easy to maintain
+ Graphics: Better looking and more frequent blood during combat
+ Graphics: Much better layering of rendered items: grass properly under everything, chairs under tables, trees and walls over everything. (doesn't apply on saves from previous versions)
+ Graphics: Blood splatters and debris from destroyed objects fade out instead of disappearing immediately
+ Graphics: Added spider webs to caverns and sewers
+ Graphics: Traders' jeep is a tad bigger
+ Graphics: Added large old blood splatters in some rooms (the more decay on the map, the more blood, generally)
+ Graphics: New sprites for most inventory items (weapons, armors, food, materials and so on)
+ Graphics: More road details (cracks and car wrecks)
+ Tutorial: Removed disassembling job from Teddy, so he can do the farming tutorial faster.
+ UI: You no longer need to remove small grass or wait for destroyed items to disappear before being able to build over it.
+ UI: Added a menu for the butcher shop
+ UI: In Combat mode, the weapons equipped by your militia is shown as an overlay (replacing the crossed swords)
+ UI: New game / difficulty settings to toggle infested and hidden rooms on/off
+ Fixed: Pasture Menu's list isn't registering mouse scroll properly
+ Fixed: Kitchen shelves facing the wrong way
+ Fixed: Houses' kitchens only featuring shelves instead of a mix of items
+ Fixed: Issue in the music/sound player that could remove music in modded games (with custom music themes)
+ Fixed: Typos in loading screen
+ Fixed: Freeze if settings are changed and saved before the game has finished loading in the background
+ Fixed: Issue if tutorial is started before the game has finished loading in the background
+ Fixed: Switching to underground view for the first time while the game is paused would show non-connected walls
+ Fixed: A few small memory leaks
+ Fixed: Bug report triggered when closing the game at title screen before it finishes loading stuff in the background
+ Fixed: Sprites randomly jumping over each other when multiple items are on the same tiles (doesn't apply on saves from previous versions)
+ Fixed: Sewer generator's clutter slider was broken
+ Fixed: More missing french translation strings (as usual)
+ Fixed: Missing vegetation/rocks over yellowish grass
+ Fixed: Map generation producing overlapping rocks and vegation that shouldn't be overlapping
+ Fixed: Roadside map generator was buggy due to wrong road settings


Hot-patch 1


- Fixed crash at the very end of the tutorial (sigh)
- Added by accident a grenade launcher that might or might not work as expected.

Hot-patch 2

- Added: Border/Edge mouse scrolling (optional, request)
- Slightly improved speed/memory usage of saving and loading operations
- Fixed: Rare issue with save-games
- Fixed: Couldn't build walls directly over decorations (blood/cracks/debris)

May Progress Update



Here's our (semi) regular progress update regarding After The Collapse and our studio in general. There are a few important announcements you should read.

As usual, it's available on our official website.

Cheers.

Major Update 0.5.6: Animal husbandry, balance performances

Update 0.5.6


This is quite a major update, and it goes with a new trailer as the old one was getting embarrassingly dated.

https://www.youtube.com/watch?v=BOmtvJ-0Pjs

We'll go over the major changes below, but here are the main points for those who want the TL;DR version first:
  • Animal Husbandry has been implemented
  • Added the butcher shop, tanner, and pastures
  • 10 to 20% better performances overall, with reduced RAM consumption
  • Wall placements using zoning method instead of one by one
  • Balance tweaks


Animal Husbandry


You can now pasture pigs and sheep for meat, wool, and animal hides which can be in turn converted into food, cloth and leather at specific new or existing crafting stations. To that effect, I added a reproductive system and those animals will age. Kids and old animals can't reproduce, but can still be butchered.



Domesticated animals require a pasture (zone) and food (wheat, a new easy to grow, crop). Animal food production won't be efficient at first, you'll need to hit a large enough group for those to make enough children for that to work out. As such it's probably best for mid to late game bases.

You can find those animals in the forest (which is a new destination for the exploration planner) or get them from the new merchant.

Reproduction


As explained above, domesticated animals gained the ability to reproduce. There's a soft cap of 60 alive animals per species per game. This is a feature I will be introducing for underground critters too in future updates once we've figured out a couple issues.

For 2 animals to reproduce, they need to both be adults (animals reach adulthood after an in-game week or so) and be in close proximity. There's no animation or special behavior for now, it just "happens". Pregnancy last also around a week. Children individually take either the traits of the mother or the father, and children' stats are re-rolled close to one of their parents.

As this is a new feature, I am preventing them from dying of old age, but that will be included in future versions.

New Crafting Stations


All animals (hostiles or domesticated) are now dropping animal hides instead of leather. A tanner has been added to convert such hides into proper leather.

The new butcher shop might be a bit confusing as it doesn't come with its own menu. Instead, when you click on a domesticated animal or change the settings of a pasture you can order animals to get butchered. This is where your settlers with the animal husbandry skill will make burgers out of your cattle. I'll likely add its own menu (listing ALL your animals for instance) in a coming update.

The pasture is, well, a pasture. Domesticated animals you bought or found will be parked there. This is also where they will eat. Don't forget that you will need to provide them with wheat if you don't want them to starve.

Balance


Leather requirements for many recipes have been increased thanks to that new renewable source. Additionally, while making the trailer I couldn't help but notice that making large buildings was taking an ungodly amount of time, as such, wall building time has been halved, and tile placement is 5 to 10 times faster (for a settler with average construction skill, at least). HP of defensive structures (sandbags, and barbed wires) has been increased as well.

UI


The game got a proper loading screen when starting a new game, with bonus random tips. Walls are now placed like zones, with a specific renderer giving you a preview of what your construction will look like. I also smoothed the mouse cursor and reduced its size a tiny bit so it doesn't look all "pixely" anymore.

Performances


I went on a fairly extensive performance pass, leading to on average 10 to 20% better performances. The time spent between launching the game and getting to the menu has been reduced (it continues to load when you're in the starting menu now). It should also consume a bit less memory and save/load a bit faster. There's still room for many more improvements, but nothing that I can really touch at this stage of development.

Closing Words


While this is "technically" compatible with previous save-games, everything that was dropped on the ground will be lost and many changes will only impact newly created structures or won't be present (animal trader) until you start a new game.

There's a LOT of additional changes and tweaks in this version, but I'll have to refer you to the changelog below for that.

Cheers!

Full Changelog

+ AI: Added Cattle AI module
+ AI: Added reproductive component (for pigs and sheeps only right now)
+ Balance: Increased leather requirements for multiple recipes (armor, some clutter)
+ Balance: Reduced build time for floors (massively) and walls (halved)
+ Balance: Updated default equipment pack (more food stuff and wood. removed spears, renamed to quick start). Leave just enough room to add basic weapons or 2 techs.
+ Balance: Reduced value of very basic weapons (removing a trading exploit)
+ Balance: Increased HP of barbed wires and sandbags
+ Balance: Edited (and added) jobs to take the new activities (brewing & animal husbandry) into account
+ Content: Domesticated pigs can be raised for meat and leather production
+ Content: Domesticated sheeps can be raised for meat and wool
+ Content: Added animal trader event
+ Content: The new butcher shop is used to process cattle into meat
+ Content: The new tanner can process animal hides into leather
+ Content: Loom can convert wool into cloth
+ Content: Replaced leather drops from animals by animal hides
+ Content: Added pasture zones to feed and care for the cattle
+ Content: Added wheat farming (fodder for the cattle)
+ Content: Survivors got a new skill, "husbandry" for everything animal related (butchering, pasture management)
+ Content: Added the "Forest" to exploration destination table, ability to find animals
+ Engine: Ability for agents to reproduce
+ Engine: NPC can produce sounds at semi random intervals (pigs and sheeps for now, will be added for more stuff along the way)
+ Engine: Ability to convert items into animals (for expeditions & trading purpose)
+ Engine: Reduced RAM consumption, incidentally increasing save/load speed
+ Engine: Multiple CPU optimizations (Fauna, and UI being the biggest targets, more stuff to come) giving 10 to 20% better performances on average
+ Engine: Heavily reduced wait time between launch and start menu
+ Engine: Improved Discord integration
+ Graphics: Added yellow grass to all terrain presets for smoother transitions between terrain types
+ Graphics: Better looking mouse cursor
+ Graphics: Wall placement using the zoning method show actual walls instead of the usual transparent rectangle
+ UI: Added settings menu for pasture
+ UI: Added cattle specific NPC panel
+ UI: Wall placement now done like zones instead of a wall-per-wall basis
+ UI: Zoom/Unzoom via mousewheel is smoother and more consistent
+ UI: Optional zoom to cursor option in the settings (still needs some work)
+ UI: Added "game is loading" panel when starting a new game (so people don't assume it crashed)
+ Fixed: Missing UI text for some orders
+ Fixed: Giant crabs would still get needs related problems (other animals were already fixed)
+ Fixed: Animal Husbandry skill was disabled by default
+ Fixed: Small bug that might have caused some issues with queued jobs
+ Fixed: Some additional cases where a builder would try to build something they don't have access to
+ Fixed: Stone statues available in start menu despite being useless outside of trading purposes
+ Fixed: Bug that was delaying most events from happening for way too long
+ Fixed: Trade jeep teleporting from tile to tile in trading zone instead of being immobile
+ Fixed: People with the hauling skill disabled would still pickup stuff from the ground